Victoria 3

Victoria 3

203 ratings
Essential UI
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File Size
Posted
Updated
3.300 MB
Aug 13, 2023 @ 7:40am
May 29, 2024 @ 3:36pm
33 Change Notes ( view )

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Essential UI

Description


Overhauls economic UI (Market Panel, Building Map List, State Buildings Tab, Alerts) to finally allow you to figure out where the problem is and to balance your economy

Mod compatible with Victoria 3 v.1.6.2

Taxes&Local goods Update is out! See additional info here

Tired of clicking through each state/building and still not figuring out how to balance your economy? This mod makes it easy!

Changes
This mod does not change any gameplay, it only changes the ui so you can get the needed information.
See full list of changes - have to crop it here, because Steam description is limited.

State Panel - Bulidings Tab
Buildings list
Most changes here are to make the info available at glance without having to drop into the building screen.
  • + PM buttons
  • + average annual wage
  • + max base wage mode
  • + striped background for under construction
  • + under construction progress with remaining weeks
  • + red outline if negative balance
  • + an icon after not hiring warning to tell the reason
  • + number of unfilled jobs and a percentage progress
  • + gold color if level > scale cap + 1
Fixed bottom
Here we add important total values of the state
  • + available labor and next hire delta
  • + available labor and normal hires delta
  • + labor prognosis
  • + labor auto (if you enable green PMs)
  • + available jobs (normal hires)
  • + jobs in subsistence
  • + jobs auto (if you disable green PMs)
  • + next hire
  • + jobs under construction
  • + not hiring
  • + pop growth
  • + infrastructure balance
  • + infrastructure balance prognosis
  • + number of buildings under construction
  • + railroad/port PMs and expand buttons
  • + ucenter PMGs
  • + infrastructure usage/production under construction
  • + main qualifications
  • + local goods prices prognosis

Market Panel
These are actually the main changes - values that correct goods balance to see the problem and figure out which and how many buildings to build
  • + lots of sorting
  • + construction and goverment filters
  • * military filter - all used by military (foreign market - all possible)
  • * staple filter - goods for <15 wealth
  • * luxury filter - goods for >=15 wealth
  • * industrial filter - all goods used by manufacturing
  • + related expenses tooltips for military, construction and government filters
  • + related strata summary tooltips for staple and luxury filters
  • * rows are condensed
  • + good policies buttons
  • + hiring balance (after normal hires)
  • + construction balance (after constructing except military)
  • + mobilization balance (after demobilize and deconscript)
  • + trade balance (after trade routes cancel)
  • + not hiring balance (after you fix not hiring)
  • + total balance prognosis (after hiring and construction)
  • + potential increase of mobilization balance in tooltips
  • + good price prognosis (after hires and construction)
  • + update button and auto update when opening this panel (values are cached for performance)
  • + buildings under construction and quick build by clicking them (that produce or use this good)
  • + productivity span and prognosis
  • + max base wage span and prognosis
  • + good balance/price prognosis and productivity/max base wage span/prognosis to standard good tooltips

Build Buildings Map List
This panel is populated with new values from state and market
  • + number under construction of this type
  • + info for goods produced by this type from market
  • * into paged list
  • + lots of sorting and filters with saving presets
  • + buildings/states mode switch
  • + productivity/max base wage mode switch
  • + qualifications/labor mode switch
  • + prognosis+/prognosis switch
  • + goods/local goods/jobs switch
  • + tax revenue, tax capacity prognosis and tax collection prediction
  • + update button and auto update when opening this panel
States mode
This mode is useful when constructing new buildings
  • + other resource buildings icons (ctrl+click to highlight in all states)
Buildings mode
This mode is useful to change current buildings PMs because you can sort in this list as opposed to the Buildings tab
  • Only non zero level are shown
  • + bulk change PM buttons
  • + goods produced and used
  • + PM buttons
All modes
These additions are for both modes
  • + not hiring status
  • + icon for incorporating states with progress
  • + occupancy progress
  • + striped background if under construction
  • + special background if zero level instead of transparent
  • * button click to go to state instead of building
  • + red outline if negative balance
  • + new values from state
    • Labor prognosis
    • Total number under construction
    • Infra prognosis
    • Railway/Port/UCenter PMs and expansion buttons
    • Unemployed/peasants separately
    • Labor auto
    • Pop growth (on hover)
    • Subsistence jobs (on hover)
    • Qualifications (on single hover)
    • Normal hires
    • Not hiring
    • Jobs auto
    Productivity mode
    This mode is useful when aiming for productivity of buildings
    • + Current productivity
    • + Productivity prognosis (highlights if lower than avg wage)
    • + Avg annual wage
    Max base wage mode
    This mode is useful when aiming for best base wage
    • + Max base wage
    • + Max base wage prognosis
    • + Current base wage
  • + construction efficiency warning icons (-50%/-25%)

Alerts
New alerts to keep you from the edge of the seat - game will tell you when the problem occurs
  • Market access (vanilla): + infra with prognosis and remaining weeks of railway/port
  • Infra prognosis is low
  • Insufficient labor for next hire
  • High unemployment with jobs auto
  • High unemployment with no jobs auto
  • Construction is wasted
  • Infamy is low
  • Low SoL (vanilla): + hire delta, unemployed, peasants and jobs auto
  • Legitimacy is low (custom)
  • Colonial growth wasted
  • State can be incorporated
  • Bureaucracy is low
  • Convoys are low
  • Unspent innovation is low
  • Excess influence is low

Topbar
Normal mode
  • + unemployed/peasants
  • + legitimacy
Settings modes

Performance
Performance was tested on an average CPU of i5-4570 with Germany with 2B GDP, 350M pops and 150 states. Largest fps drop was to 30 on Map List and weekly progression of 20s.

Supported Languages
All languages have english as default

Future plans
Currently game doesn't spark much interest in me so it is unlikely that any big features will be released any time soon. However, here is what I'd like to do:
  • Fix the construction balance for military buildings somehow
  • Support the vanilla updates

Acknowledgements
EssentialUI discord[discord.com]
Popular Discussions View All (8)
13
Oct 26, 2023 @ 7:18am
Max Wage Update is out!
6ap6apblckaAa
4
Mar 15, 2024 @ 11:36am
PINNED: Taxes&Local goods Update is out!
6ap6apblckaAa
0
Aug 24, 2023 @ 6:33am
PINNED: Full list of changes
6ap6apblckaAa
126 Comments
hello_moto2901 Apr 7 @ 3:17pm 
nooo
pf01 Sep 10, 2024 @ 9:54pm 
rip this mod
Cavaire Aug 16, 2024 @ 12:46pm 
This used to be my favorite mod for the game, I wish it was updated for 1.7 its excelent work. But I understand that it might be incredible amount of work for a game the Author might not have interest in anymore. Just wanted to say Loved the mod @Author
TheGamingNot Jul 26, 2024 @ 7:04pm 
this mod should be base game. like a grand strategy game with mobile user ui is crazy
6ap6apblckaAa  [author] Jul 24, 2024 @ 1:31pm 
Adding something to the topbar incurs constant cost on fps as it is always shown. And many things in the game are strangely heavy on calculation even to display. So I try to add only things that are very needed on the topbar.
MasterChief 21 Jul 24, 2024 @ 11:57am 
having the investment fund next to treasury could be usefull
6ap6apblckaAa  [author] Jun 24, 2024 @ 3:49pm 
It 100% needs to be updated, and it most likely won't be easy.
Currently there aren't any plans to analyze the changes as I'm not interested in the game. But when I'll get to it, there will be a statement about the possibility of the update.
luis3007 Jun 24, 2024 @ 3:21pm 
Does it need to be updated for 1.7?
6ap6apblckaAa  [author] Jun 22, 2024 @ 11:27pm 
If you mean the cost of construction per construction center, then you can sort by avg wage or mbw.
If you are trying to figure out, where to build consectors, then use avg wage or mbw prog+.
asdfjkasfhjk Jun 22, 2024 @ 7:47pm 
Is there a way to list by upkeep costs for construction section?